Re: Two-Handed Weapons and Dual Wielding
Aside from the fact that the DRK who triple attacks early in the fight is tanking until the next provoke, yeah. (Actually, they might have a bit of an advantage, THF occasionally hit for 0 on some mobs.)
Shields are great if you're being attacked. Otherwise they don't do much.
And I think you're contradicting yourself here. One handers can hold their own *aside from WS options*, sure, more or less. But Anything/THF with a one-hander is a complete waste of time (only main THF gets the +dmg on SATA that makes it worthwhile with one-handers), and WAR/SAM is all about the free breaks courtesy of Meditate, which again, you can't do with a one-hander.
Regarding the TP nerf for DW suggestion: DW haste already lowers TP gain per hit, unless you are using the TP floor (which only THF and NIN can do practically). Armando's suggestion for offhand Joyeuse/Ridill/Kraken/Mercurials is interesting, but the increased TP gained by the user is already (at least theoretically) counterbalanced by the increased TP gained by the target, like Barrage (this is why Meditate is so much better than Barrage from the party's point of view). Some people may ignore the extra damage their party is going to take from the TP they are feeding to the monster with weak multihit weapons, but that doesn't mean they're actually benefiting the party by using them. I think it's just another symptom of TP obsession at the expense of actually dealing damage.
Another possibility would be to apply the average of weapon DMG to all weaponskills performed by a dual-wielder, eliminating the ability to ignore the low DMG of an offhanded multihit weapon. But I'm not sure this kind of nerf is really warranted - those kinds of setups are flashy, but have hidden costs that affect you whether you ignore them or not. Most monsters can do a lot more with 100% TP than you can - 500 damage plus pretty long stun, aoe for a total of 1200 (sometimes with extra effects like stun or drain), petrify multiple targets - and that's not even counting NMs.
Originally posted by Armando
Yeah, too many people are obsessed with getting TP extremely fast. I also feel DRKs are fine as it is. However, I can't help but feel that one-handers have a distinct advantage. Even with Dual Weild out of the equation, I don't have a really good reason to use a two-hander. I negate so much damage by shielding it's ridiculous, and one-handed damage is more or less equal...so where's the advantage in two-handers? Aside from WS options, one-handers can hold their own against two-handers, which is exactly the problem...shouldn't the two-handers have some saving grace to outdamage one-handers?
And I think you're contradicting yourself here. One handers can hold their own *aside from WS options*, sure, more or less. But Anything/THF with a one-hander is a complete waste of time (only main THF gets the +dmg on SATA that makes it worthwhile with one-handers), and WAR/SAM is all about the free breaks courtesy of Meditate, which again, you can't do with a one-hander.
Regarding the TP nerf for DW suggestion: DW haste already lowers TP gain per hit, unless you are using the TP floor (which only THF and NIN can do practically). Armando's suggestion for offhand Joyeuse/Ridill/Kraken/Mercurials is interesting, but the increased TP gained by the user is already (at least theoretically) counterbalanced by the increased TP gained by the target, like Barrage (this is why Meditate is so much better than Barrage from the party's point of view). Some people may ignore the extra damage their party is going to take from the TP they are feeding to the monster with weak multihit weapons, but that doesn't mean they're actually benefiting the party by using them. I think it's just another symptom of TP obsession at the expense of actually dealing damage.
Another possibility would be to apply the average of weapon DMG to all weaponskills performed by a dual-wielder, eliminating the ability to ignore the low DMG of an offhanded multihit weapon. But I'm not sure this kind of nerf is really warranted - those kinds of setups are flashy, but have hidden costs that affect you whether you ignore them or not. Most monsters can do a lot more with 100% TP than you can - 500 damage plus pretty long stun, aoe for a total of 1200 (sometimes with extra effects like stun or drain), petrify multiple targets - and that's not even counting NMs.
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